Talk:Rise of the Triad

Shadowcaster and patch_t

 * It also makes use of an early version of Doom's patch_t image format which is close to that used in the prebeta press release version, indicating that Hall's team was given access to an early transitional source base, perhaps related closely to other contemporary games such as Shadowcaster.

Has the image format used by Shadowcaster sprites ever been discovered? Textures and HUD elements have been extracted, though I don't think their format was formally documented; but the sprites never were understood to my knowledge. --Gez 10:59, March 1, 2010 (UTC)
 * I do not know, but it may be worth making sure that they do not use any of the "lumpy.h" formats that are outlined in the RoTT source code. These formats, including the early version of patch_t, originate with id's internal "lumpy" code which was evidently used to convert graphics imported from various sources, including their "grabber" tool which was used to scan the models into sprites from DOOM. --Quasar 20:33, March 2, 2010 (UTC)

ROTT engine
Could it be that ROTT actually was based on Shadowcaster(Raven) engine?--Nukeykt (talk) 10:35, 31 August 2016 (CDT)


 * Doesn't seem to share too much in common to me besides the Wolf3D ancestry but, you can examine the In Pursuit of Greed source code to see if the connection is more than that. See Raven engine. --Quasar (talk) 16:58, 31 August 2016 (CDT)
 * Thanks! --Nukeykt (talk) 04:32, 1 September 2016 (CDT)

Unsourced claim re: John Carmack revoking engine license
Can we either get a source on the claim I've quoted below or remove it from the article? This is a bit of a bold claim to have been making for thirteen years with no source... Where is the claim even coming from? I'm not saying I necessarily believe it's untrue, but a cursory web search for "John Carmack Rise of the Triad" isn't coming up with anything relevant, and without a third-party source, we obviously have no way of knowing this isn't just speculation, a WAG, or even someone just making shit up completely to troll.

"When Doom was nearing completion, John Carmack revoked the license and changed the licensing terms to the extent Apogee could not market the game as a Wolfenstein sequel, purportedly to lessen the impact Rise of the Triad would have on Doom sales. The development team thus had to scrap most of the work done to that point and redesign the game as a stand-alone shooter."


 * The best source I could find is this interview with Scott Miller, page 5:

"We were about six months into it, and we had done tons of art, levels, you name it. Then I got call from John Romero saying, "Hey, you guys need to know that we're canceling that project." He never really gave me a reason why. I suspect it's because he didn't want that project being released around the same time that Doom was coming out."

- Scott Miller


 * So there's no mention of this being a Carmack decision, or of changing licensing terms. Miller said they had a deal to make a sequel, and that Romero called him to say the project was canceled. From this I infer that the project was id's to cancel, meaning that Apogee was working for id Software on this, perhaps in a fashion similar to FormGen's mission packs for Spear of Destiny. This cancellation being tied to the release of Doom seems quite likely, but is mere speculation on Miller's part. Personally, I figure it's likely true, but in the sense that id thought it wouldn't sell because of Doom, and that it was therefore just a waste of resource to see it to completion. --Gez (talk) 08:57, 4 May 2023 (CDT)